So I was just looking over DSP's Vitalist and I found a nice combo. At 11th level, a Vitalist with the Soulthief method gets this ability: "any time a soulthief manifests a power or psi-like ability that deals hit point damage, it heals him for 50% of the damage dealt. If the power does hit point damage to multiple targets, the soulthief only heals 50% of the damage to the target dealt the highest damage."

Now, buy a Surge Crystal. This gives you an unimpressive wildsurge, but it also lets you use surge augments. Psionics Augmented: Wilders has the power Sympathetic Drain. This power allows you to spend up to half your max health to do that much damage to any target within close range. If you wildsurged while manifesting, the damage is doubled. It allows SR, and while there is a save, it doesn't reduce the damage, just prevents a 1-round sicken rider. Put these together, and you can spend 3PP to deal damage equal to your max health to any target within close range with no save. It's cheap enough that you can easily quicken it as well. Best of all, this costs so little, that you still have the amazing buffing and healing abilities of any other Vitalist.

For advanced mode, take the Sadist archetype and Unwilling Participant to add enemies to your collective and get temp PP for killing them. You might also be able to take Altered Life from Bloodforge to calculate HP based on Wisdom.

I just noticed how well The Caged Sun Stance from Radiant Dawn (the Rajah discipline) works with this. While in the stance, you can't heal anyone but yourself, but whenever you heal yourself, add 50% to the amount healed. Now, that 3PP deals no-save damge equal to your HP and heals you for 25% of your max health. Take Quicken and/or Hustle Power to toss out multiple times your max health in damage while healing tons.

While we're talking DSP combos, Rising/Ruby Zenith Strike (Scarlet Throne 2/5) and Descending Sunset Strike (ST 8) paired with the Martial Charge feat will multiply the damage of a Momentum Crash/Crush or Devastating Momentum (Primal Fury boosts, 2/4/7). Adding 20 damage to a charge an unlimited number of times per day at level 3 is pretty good, especially when you also get your normal weapon damaged doubled on top of that. Less unlimited, but more burst, is the strikes comboing with the Battle Fervor feat since that converts die into a fixed number subject to multiplication. Battle Fervor can reach insane levels when paired with Fey Foundling (+2 per die of healing magic) and Planar Infusion (HD in extra healing). Paladin 10 with those three feats and martial training 1+2 is dealing ~75 extra damage on that strike.

Edit: First party material:First Skill Unlock for Stealth stacks with Expert Sniper feat to remove the penalty for sniping (hiding while making ranged sneak attacks) since both reduce the penalty by an amount instead of setting it to a lower value.

To continue with DSP products, I was looking at the tactician. It's rather fiddly and doesn't seem to do anything great for the most part, but I noticed one strategy that's amazing.

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Reposition: The tactician directs each ally in his collective to take a 5-foot step as a free action immediately. The tactician may also immediately take a 5-foot step. This does not count against the number of 5-foot steps allowed in the tactician’s or each ally’s turn. If all directed allies take their 5-foot step, the tactician may immediately make a full attack against any target within range and gain a +1 competence bonus on the attack and damage rolls. Selecting this strategy requires the tactician to be at least a 13th level tactician. At 16th level and every four tactician levels thereafter, the competence bonus increases by 1.

Strategies are swift actions. So, 3+Cha times per day (or 3+Int if you buy a charm of tactics for 2k from steelforge), you can make a full attack as a swift action. Thus, single-classed tacticians make amazing gishes at levels 13+.

Celebrity Perks (Ex): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular non-magical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.

While using your class features to gain gropies is amusing on its own, this has actual mechanical relevance with the weird ("Why does this exist?") talent Companion to the Lonely

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Companion to the Lonely (Ex): Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.

Also despite the implications from the deities mentioned, the wording dances around so much that you could use the talent by just sharing a quality meal with someone (gluttony certainly is a "physical pleasure"). Celebrity Perks also works with this.

This claw ring is made of red metal tinged with orange, and a long nail made of obsidian extends from the tip. It allows its wearer to cast a spell as an attack of opportunity. Three time per day, if the wearer is bloodraging and a foe provokes an attack of opportunity from him, the wearer can cast a spell with a casting time of 1 standard action or less as the attack of opportunity. The spell must target the creature that provoked the attack or include it in the spell's area, and must be no higher than 3rd level. This counts as one of the wearer's attacks of opportunity for the round; casting this spell does not itself provoke an attack of opportunity.

The crafting cost being over triple the cost of the final ring is a bit curious. Seems like the editor didn't properly get a look at that. I reckon the original ring was meant for every spell level. At any rate, this ring is highly abusable by UMDing it into thinking you are bloodraging.

When the wearer of this ring is bloodraging and casts a spell, as a swift action he can increase the save DC of the spell by 1. The wearer can do this a maximum of three times per day. This has no effect on spells that do not require saving throws.

You can UMD furious weapons too. You'd just emulate the rage class feature or perhaps the rage spell (as part of the spells class feature). Similarly, you can UMD a Sacred Avenger into working for you or UMD a weapon with the Bane property into working... on you. There is a reason why UMD is regarded as an extremely powerful skill.

Incidentally, even without UMD you can activate the two above rings by using the Raging Blood feat and the Mad Magic feat.

Created as an odd experiment to protect civil servants combating fires, a dozen or so of these rings were created and assigned to a fire brigade, but their use fell out of fashion after being implemented for only a little over a year.

This mithral ring is engraved with a pattern of rolling waves that encircles the entire band. The saltspray ring is immune to rust, both from natural oxidation and rust caused by magical effects.

EFFECTS

Upon command, the ring causes a thick vapor to continuously surround its owner as per obscuring mist, except the mist has a 10-foot radius from the wearer and the area of effect moves with the wearer. This mist is exceedingly wet and extinguishes all non-magical fires within its area. Magical fires and creatures with the fire subtype are not dispelled or adversely affected by the mist, though such creatures find being in the fog to be an uncomfortable experience. The mist does not permit aquatic creatures without the amphibious special quality to breathe out of water, but creatures that must remain wet or suffer a negative effect or condition have that requirement satisfied by the ring’s effect. This effect can be dismissed as a standard action. The ring has no effect whatsoever underwater.

CONSTRUCTION REQUIREMENTS

Cost 2,250 gp; Feats Forge Ring; Spells obscuring mist, quench

With a Goz Mask or Fogcutting Lenses, this gives near-total protection from non-melee enemies. It also makes for amazing ranged sneak attack builds. Even without sneak attack, it denies Dex against ranged attacks. The fire suppression is a nice benefit and look at that price.

Actually, speaking of seeing through fog it's in spell form now! This seems to have been overlooked because it's one bit in a good list of buffs. Just the protection from breathing hazards in the air is worth a look since the effect is otherwise pretty expensive (Iron Gods alone has a few long segments this greatly helps with).

edit:Renovation lets you rearrange a stronghold with 8 hours and 1000 GP of work. This is fantastic if your stronghold is based on a preexisting structure or in a natural structure (which all the ones in APs I know of are). Since this calls for a quantity worth X instead of a single item worth it, with a Robe of Components you can do this every 20 days for free.

Teleport Structure from the same book lets you do what you'd expect as long as you have an empty lot to hold the structure in the destination in the same settlement. RAW you can teleport a waterway.

edit:Mask of the Tiger’s Eye from PFS module Assault on the Kingdom of the Impossible is a canonical masterwork tool for Intimidate, but it only costs 55GP.

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This mundane item is worn by students, veterans, and teachers of the Tiger’s Eye form of martial arts in Jalmeray. The mask uses up the “head” slot for magical items when worn by a PC and provides the wearer with a +2 circumstance bonus to Intimidate checks. Cost: 55 gp

Edit: Found another unique item in a PFS module, 4-12: The Refugee of Time. This one way more substantial (and has plot details so spoilered in case anyone reading this plays PFS).

(click to show/hide)

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Ioun Stone, Ocher RhomboidAura strong universal [evil]; CL 12thSlot none; Weight-; Price 30,000 gpThis orange-colored, translucent, faceted item is an ioun stone and has the same properties. While it orbits its owner's head, that owner gains a bonus feat. This can be any feat she meets the prerequisites for. The ocher rhomboid ioun stone radiates an evil aura at all times, and anyone who wears it (that is, causes it to orbit her head) is considered to have committed an evil act. The alignment of the one wearing the stone shifts one step toward evil. Players who wear the stone should be given the opportunity to atone for this action before the scenario's conclusion if such an alignment shift would result in their removal from the Pathfinder Society Organized Play campaign.This ioun stone is cursed, and can't be removed by its owner or anyone else except by the methods outlined on page 536 of the Core Rulebook. As with other ioun stones, the ocher rhomboid has a resonant power when placed inside a way.finder. First, it turns the way.finder into a cursed item that can only be removed in the way the stone itself can. Second, the wearer gains Knowledge (arcana) as a class skill for as long as she wears the wayfinder

While game ender in PFS itself, it's an awesome toy for an already evil character.

Edit: New Animated Object abilities in 2-18 (I'm going these at random.)

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Amalgam (ex, 2 cp) The object is made up of smaller butsimilar objects. Its ability to constantly shift its form grantsit immunity to critical hits and flanking. It also does nottake additional damage from precision-based attacks likesneak attacks. The object can move through spaces half itssize without squeezing, and receives a +10 racial bonus onStealth checks.Guardian (ex, 1 cp) The object has been granted the abilityto follow basic orders and watch for enemies, changingits Wisdom to 10 and giving it a +2 racial bonus onPerception checks.Smother (ex, 1 cp) The object may smother a creature witha successful grapple check, dealing 1d8+10 points ofbludgeoning damage as it draws its victim into its body.Toughness (ex, 2 cp) The object gains 2 additional hit pointsfor each Hit Die it possesses.

Steal BookSchool divination; Level bard 3, inquisitor 3, sorcerer/wizard 3, witch 3Casting Time 1 standard actionComponents V, SRange touchTarget one book touchedDuration permanentSaving Throw Fortitude negates (object); SpellResistance yes (object)Often used by bards, spies, and arcane scholars to stealimportant texts without alerting their owners, steal bookallows you to copy the contents of one book, folio, scroll,or other text to a blank one of sufficient size. In doing so,the original pages are wiped blank, though any covers orbinding remain unchanged. Differences in size betweenthe original and the blank folio don’t matter, thoughthe blank folio that the information is being transferredto must have an equal or greater amount of space (innumber of pages or inches of scroll), or else any text thatoverflows the document is lost forever.This spell cannot transfer magical writing (suchas a wizard’s spellbook or a magical scroll). At GM’sdiscretion, the spell can restore lost information, suchas a page obscured by spill wine, text erased by magic ormundane means, or even pages lost to fire or anothertype of damage.When steal book is cast from a scroll, the beginning ofthe stolen text appears on the steal book scroll until youselect a target book for the text to appear in. The stolentext glitters and sparkles while it remains on the scroll.

I saw that, but didn't realize it was unique. Turns out I was confusing it with the Book Thief’s Satchel, which has the same function but as a magic item instead of spell. Given that came out after the spell (and is from a PFS focused book), I presume is based on the spell.

Edit: Minor thing, but just realized that Ancestor subtype for Eidolon has an unstated advantage: Since they look like a humanoid, you can take them into social situations a lot easier than any other Eidolon.

Diagnose Disease spell+Healer's kit=+7 to heal to treat disease, and you should be able to take 10 and make up to ~DC17 untrainedHeal to treat disease+anti-plague=+7 to save against disease

That 80GP gives a pretty good chance to make a second save if the disease hasn't destroyed the victim's con score. It's cheaper than the 375 scroll of remove disease and much more likely to work (remember Remove Disease needs a CL check in PF). While RAW there's nothing say antibodies exist in PF, you don't have Remove Disease's explicit statement you don't get antibodies.

edit: Order of the Staff's challenge causing enemies to take penalties on saving throws stacks with intimidate. At level 8 the enemy is taking a -5 penalty. Spell Aid is also really good for making all day buffs last longer and be harder to dispel.

edit: While applicable to pretty much nobody anymore, the Faction Journal Card for Sovereign Court in PFS gives this ability if you've completed enough goals

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Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed.

(There's 7 possible goals, plus two more for GMing games. The Sovereign Court has the easiest faction missions by far since their goals are far less scenario dependent than others. If you had a character created before season 10 started you could have gotten more goals from an earlier seasons to power this)

This doesn't change your modifier, it replaces the final result. This means with five goals (for example) you still have a result of 15 even if you're telling an impossible lie or disguising yourself as something of wildly different size from yourself. That's enough to fool a lot of people (remember a 1st level expert actor will have less than 20 to disguise even with a disguise kit's bonus).

Kitsune race has -2 STR, +2 DEX, +2 CHA.Kitsune magic racial trait gives +1 to DC of enchantment spells on top of that (not as crazy as the races that have +2 cha and give sorcs another +2 cha for picking their bloodline).Kitsune Sorcerer Favored Class Bonus is +1/4 to DC of enchantment spells. No limit. PFS legal and been around since ARG.

Congratulations to paizo for coming up with a Favored Class Bonus that's legitimately worth taking over the Human Favored Class Bonus. Note that the following Sorcerer Bloodlines allow you to target more types of foes:

Serpentine Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Groveborn Wildblooded Bloodline Arcana: Your powers of compulsion can affect even plant creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects creatures of the plant type as if they were humanoids that understood your language.

Impossible Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mindaffecting. Constructs are treated as living creatures for the purposes of determining which spells affect them.

Undead Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

If you add the Mongrel Mage archetype, the Sorcerer could be a different bloodline every day to boot. Cross-blooded Sorcerers can be two bloodlines, but the loss of spells known without the usual Favored Class Bonus or Paragon Surge is a bit more painful than the norm. You can still use a Mnemonic Vestment, Page of Spell Knowledge, Ring of Spell Knowledge, Spell Lattice, or even the Versatile Spontaneity feat to expand your selection.

Problem is enchantment is still pretty open to being useless when you get bad encounters. There's a few spells (less than a page of results, most buffs) of the school that are missing the tag, but have other sub-tags.

Not the lamest trick in the world mind you, being able to shut down encounters when a character is made for it is what tier 2 is, and you've got room for other spells to take care of enemies that aren't beatable this way.

Many of the bloodlines I listed already work around a number of the immunities. In addition to that, Threnodic Spell metamagic lets your mind-affecting spells affect undead at +2 spell levels, but doesn't affect living creatures. Coaxing Spell metamagic lets your mind-affecting spells affect oozes and vermin at +2 spell levels, but doesn't affect other creature types. There's also the Draconic Malice spell that causes nearby living enemies to lose immunity to mind-affecting spells, provided they fail a will save, but your enchantment DC should be very high.

What I meant was that if you picked bloodline wrong, you were still screwed. Now Draconic Malice combined with those metamagic does fix it, especially once you get quicken spell online ( I'm surprised to find something good from Legacy of Dragons.). Impossible Sorcerer with Threnodic Spell and Draconic Malice can hit anything with fear.

Sure, but I mentioned the Mongrel Mage archetype, whose entire specialty is picking his bloodline anew each day, which makes it very hard to be screwed on that front. Also, looking over it more closely, Draconic Malice has an unusual aspect there. It says "Will negates (harmless)" and doesn't mention anything about how enemies are supposed to save against it. Does that mean that Draconic Malice's save is for the spellcaster who is self-targeted and not for enemies? Looks like it. Because the spell obviously isn't harmless to enemies.

And I'm surprised you think Legacy of Dragons is so bad. They added Variant options to the Draconic Sorcerer bloodline too, including the Esoteric variant whose replacement bloodline arcana is this ridiculous thing:

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Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting these spells.

Add a Paragon Surge spell and you have the entire psychic spell list at your disposal because as long as you haven't maxed out your psychic spells known you can use Expanded Arcana on an as-needed basis. And then just for kicks stack the Razmiran Priest archetype on top and dip into Cyphermage or whatever other Prestige Class or whatever that lets you cast scroll spells at full DC and caster level so you can cast all Cleric, Paladin, and Druid spells too to get an even more absurdly versatile spell selection.

The Covetous Oracle Curse is pretty good too:

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Covetous (Legacy of Dragons pg. 8): You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.

Get UMD as a class skill on a cha-based class, get +4 insight to UMD (among other things), and get Fabricate on Oracles. Becoming sickened if someone steals your valuables is a shame but Remove Sickness is a 1st-level Oracle spell that suppresses sickened for 10 min/lvl. Purify Body will remove sickened as a 4th-level spell, and Cleanse will remove it as a 5th-level spell.

DRACONIC ALLYSourceLegacy of Dragons pg. 28School conjuration (creation) [draconic]; Level antipaladin 3, arcanist 3, bloodrager 3, occultist 3, paladin 3, psychic 3, sorcerer 3, spiritualist 3, summoner 3, summoner (unchained) 3, wizard 3CASTINGCasting Time 10 minutesComponents V, S, M (a scale from a dragon and 250 gp)EFFECTRange close (25 ft. + 5 ft./2 levels)Effect one intelligent draconic servantDuration 1 day/level (D)Saving Throw none; Spell Resistance noDESCRIPTIONYou create a semi-living intelligent draconic servant that loyally obeys and serves you. Treat this servant as a pseudodragon with all of the abilities granted by one of the following spells: form of the alien dragon I, form of the dragon I, or form of the exotic dragon I. Your draconic ally can use its breath weapon once per day. Once conjured, the creature is not limited to the spell’s range, and can go a considerable distance to carry out missions at your command. The draconic ally speaks one language of your choice that you know. You cannot have more than one draconic ally at a time. As long as a previous ally exists, you cannot successfully cast this spell again. If you have a breath weapon, you can cast this spell as a standard action by expending one use of your breath weapon as a free action when you cast the spell.

Clerics, inquisitors, oracles, and warpriests who worship Apsu or Dahak add draconic ally to their spell lists as a 3rd-level spell.

Looks like it only gets the abilities and not the size modifications of the relevant spells, keeping it Tiny size. If your GM rules that it does get the size modifications, don't forget to first adjust the pseudodragon by +4 Str and -2 Dex before applying polymorph modifiers, owing to the polymorph rules as applied to Tiny size creatures. The most important part of this spell though is that it gives you a loyal and intelligent companion with days/lvl duration for cheap. You can summon it as a standard action if you have a breath weapon, and you can summon it as a standard action for free using Shadow Conjuration. Given magic items this draconic ally can probably do a lot for you. Even without that it's got telepathy, a high stealth modifier, and you can give it a burrow speed for tunneling or dreamsight to spy on people's dreams.